Class PipelineStateDescription
Describes the configuration of the graphics pipeline that will be encapsulated by a PipelineState object. This includes Shaders, input layout, Render States, and output settings.
public sealed class PipelineStateDescription : IEquatable<PipelineStateDescription>
- Inheritance
-
objectPipelineStateDescription
- Implements
- Extension Methods
Fields
BlendState
A description of the Blend State, which controls how the output color and alpha values of rendered pixels are blended with existing pixels in the bound Render Targets.
public BlendStateDescription BlendState
Field Value
DepthStencilState
A description of the Depth-Stencil State, which controls how Depth and Stencil Buffers are used during rendering, including comparison functions, write masks, and stencil operations.
public DepthStencilStateDescription DepthStencilState
Field Value
EffectBytecode
Compiled Shader programs (vertex, pixel, geometry, etc.) that define the programmable stages of the graphics pipeline.
public EffectBytecode? EffectBytecode
Field Value
InputElements
A description of the input layout for the Vertex Buffer, which defines how vertex data is structured. The array describes per-vertex attributes such as position, normal, texture coordinates, and their respective formats.
public InputElementDescription[]? InputElements
Field Value
Output
A description of the output configuration for the graphics pipeline, such as the format and count of Render Targets, along with the Depth-Stencil Buffer format used for rendering output.
public RenderOutputDescription Output
Field Value
PrimitiveType
Specifies how vertices should be interpreted to form primitives (points, lines, triangles, etc.)
public PrimitiveType PrimitiveType
Field Value
RasterizerState
A description of the Rasterizer State, which controls how primitives are rasterized into pixels, including settings for culling, fill mode, depth bias, and scissor testing.
public RasterizerStateDescription RasterizerState
Field Value
RootSignature
A definition of the Shader resources and their bindings, including Constant Buffers, Textures, and Samplers that will be accessed by the Shader programs.
public RootSignature? RootSignature
Field Value
SampleMask
A 32-bit mask that determines which samples in a multi-sampled Render Target are updated during rendering operations.
public uint SampleMask
Field Value
Methods
Clone()
Creates a new object that is a copy of the current instance.
public PipelineStateDescription Clone()
Returns
- PipelineStateDescription
A new object that is a copy of this instance.
Equals(PipelineStateDescription?)
Indicates whether the current object is equal to another object of the same type.
public bool Equals(PipelineStateDescription? other)
Parameters
otherPipelineStateDescriptionAn object to compare with this object.
Returns
Equals(object?)
Determines whether the specified object is equal to the current object.
public override bool Equals(object? obj)
Parameters
objobjectThe object to compare with the current object.
Returns
GetHashCode()
Serves as the default hash function.
public override int GetHashCode()
Returns
- int
A hash code for the current object.
SetDefaults()
Sets default values for this Pipeline State Description.
public void SetDefaults()
Remarks
For more information about the default values, see the individual state descriptions: Default, Default, and Default.
Operators
operator ==(PipelineStateDescription, PipelineStateDescription)
public static bool operator ==(PipelineStateDescription left, PipelineStateDescription right)
Parameters
leftPipelineStateDescriptionrightPipelineStateDescription
Returns
operator !=(PipelineStateDescription, PipelineStateDescription)
public static bool operator !=(PipelineStateDescription left, PipelineStateDescription right)
Parameters
leftPipelineStateDescriptionrightPipelineStateDescription